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Chapter 8 Augmented reality and computer supported cooperative work 1.

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Presentation on theme: "Chapter 8 Augmented reality and computer supported cooperative work 1."— Presentation transcript:

1 chapter 8 Augmented reality and computer supported cooperative work 1

2 Augmented reality 2

3 3 AR is a combination of : a real scene viewed by a user and, a virtual scene generated by a computer that augments the scene with additional information.

4 4 Augmented reality Augmented Reality vs. Virtual Reality Augmented Reality System augments the real world scene User maintains a sense of presence in real world Needs a mechanism to combine virtual and real worlds Hard to register real and virtual Virtual Reality Totally immersive environment Senses are under control of system Need a mechanism to feed virtual world to user Hard to make VR world interesting

5 5 Augmented reality Examples

6 6 Augmented reality Examples

7 7 Augmented reality Examples

8 8 Augmented reality Examples

9 9 Augmented reality Display Technologies Monitor Based Display: Laptops Cell phones Projectors Head Mounted Display: Video see-through Optical see-through

10 10 Augmented reality Monitor Based Augmented Reality Simplest available Treat laptop/PDA/cell phone as a window through which you can see AR world. Sunglasses demo

11 11 Augmented reality Successful commercialization:  Yellow line in football broadcasts  Glowing hockey puck  Replace times square billboards with own commercials during New Year’s Eve broadcasts  Baseball cards  Ad campaigns

12 12 Augmented reality Advantage of Monitor Displays Consumer-level equipment Most practical A lot of current research aimed here Other current active area is a flip-down optical display.

13 13 Augmented reality Video see-through HMD Works by combining a closed-view HMD with one or two head- mounted video cameras Video cameras provide the user’s view of the real world. Video from cameras is combined with graphics images by the scene generator to blend the two worlds. Result is sent to the monitors from the user’s eyes to the closed- view HMD. User has no direct view of the real world. If power is off, the user is “blind.”

14 14 Augmented reality Video see-through HMD

15 15 Augmented reality Advantage of Video see-through HMD Flexibility in composition strategies Video see-through is much more flexible about how it merges real and virtual - they are both in digitized form so compositors can do a pixel- by-pixel comparison. Produces more compelling environments. Real and Virtual delays can be matched Delay the video of the real world to match the delay in the virtual image stream.

16 16 Augmented reality Optical see-through HMD Works by placing optical combiners in front of the user’s eyes. Combiners are partially transmissive - so user can look directly through them and see the real world. Combiners are partially reflective - so user can also see virtual images bounced off the combiners from head-mounted monitors. Can see through the display even if the power is turned off.

17 17 Augmented reality Optical see-through HMD

18 18 Augmented reality Advantage of optical see-through HMD Simplicity Resolution Optical limits the virtual resolution to the resolution of the display devices but not the user’s view of the real world. No Eye Offset

19 computer supported cooperative work 19

20 20 Computer supported cooperative work What is CSCW? CSCW (Computer-Supported Cooperative Work) refers to the field of study which examines the design, adoption, and use of groupware. Despite the name, this field of study is not restricted to issues of "cooperation" or "work" but also examines competition, socialization, and play. The field typically attracts those interested in software design and social and organizational behaviour, including business people, computer scientists, organizational psychologists, communications researchers, and anthropologists, among other specialties.

21 21 Computer supported cooperative work What is groupware? Groupware is technology designed to facilitate the work of groups. This technology may be used to communicate, cooperate, coordinate, solve problems, compete, or negotiate. While traditional technologies like the telephone qualify as groupware, the term is ordinarily used to refer to a specific class of technologies relying on modern computer networks, such as email, newsgroups, videophones, or chat.

22 22 Computer supported cooperative work Why is groupware worth paying attention to in the first place? Groupware offers significant advantages over single-user systems. These are some of the most common reasons people want to use groupware: To facilitate communication: make it faster, clearer, more persuasive To enable communication where it wouldn't otherwise be possible To enable telecommuting and to cut down on travel costs To bring together multiple perspectives and expertise To form groups with common interests where it wouldn't be possible to gather a sufficient number of people face-to-face To save time and cost in coordinating group work To facilitate group problem-solving

23 23 Computer supported cooperative work Why is groupware worth paying attention to in the first place? Groupware technologies are typically categorized along two primary dimensions: Whether users of the groupware are working together at the same time ("realtime" or "synchronous" groupware) or different times ("asynchronous" groupware), and Whether users are working together in the same place ("colocated" or "face-to-face") or in different places ("non-colocated" or "distance").

24 24 Computer supported cooperative work Blackboarding Voting Presentation support Shared computers Videoconferencin g Chat rooms Email Newsgroups Time Same (synchronous) Different (asynchronous) Place Same (colocated) Different (distance) Most work involves all of these modalities

25 25 Computer supported cooperative work Issues in the Groupware Design Process Organizing and scheduling for groups is more difficult than for individuals. Group interaction style is hard to select for beforehand, whereas individual characteristics are often possible to determine before a study is conducted. Pre-established groups vary in interaction style, and the length of time they've been a group affects their communication patterns. New groups change quickly during the group formation process.

26 26 Computer supported cooperative work Issues in the Groupware Design Process Groups are dynamic, roles change. Many studies need to be long-term, especially when studying asynchronous groupware. Modifying prototypes can be technically difficult because of the added complexity of groupware over single-user software. In software for large organizations, testing new prototypes can be difficult or impossible because of the disruption caused by introducing new versions into an organization.


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